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reduce el rango de aparición
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haz que al momento de la creación de los arrow se esperen un segundo en moverse
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dobla la cantidad de saw que aparecen
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haz que al cambiar la trayectoria su velocidad sea la doble
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haz que la nueva trayectoria sea la nueva posición de player
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haz que saw cambie su trayectoria por una nueva despues de parar
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haz que cuando saw enemy este a 600 pixeles de la posición de player paren por un segundo haz que solo funcione una vez con una variable boleana
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haz que cuando saw enemy este a 300 pixeles de la posición de player paren or un segundo (solo funciona una vez)
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haz que saw enemy cuando cierra este a 300 pixeles de la posición de player paren por 2 segundos y persigan la nueva posición de player
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haz que cuando cierra este a 300 pixeles de la posición de player paren por 2 segundos y persigan la nueva posición de player
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haz que saw cuando este cerca de player pare
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haz que saw despues de unos segundos se frene
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elimina la mecanica de saw
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copia la logica de movimiento de arrow para saw pero manteniendo su mecanica de cambio
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aumenta el numero de flecha que se crea
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flecha no cintinua su camino
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flecha no continua su camino infinitamente
/**** * Plugins ****/ var facekit = LK.import("@upit/facekit.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('Background', { anchorX: 0.5, anchorY: 0.5 }); self.x = 2048 / 2; // Set the x position to the center of the screen self.y = 2732 / 2; // Set the y position to the center of the screen }); var Button = Container.expand(function (text, x, y, callback) { var self = Container.call(this); var buttonAsset = self.attachAsset('Buttom', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); buttonAsset.x = x; buttonAsset.y = y; var buttonText = new Text2(text, { size: 100, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" }); buttonText.anchor.set(0.5, 0.5); buttonText.x = x; buttonText.y = y; self.addChild(buttonText); buttonAsset.down = callback; }); var EnemyArrow = Container.expand(function () { var self = Container.call(this); var bEnemyArrowGraphics = self.attachAsset('EnemyArrow', { anchorX: 0.5, anchorY: 0.5 }); enemyLogic(self); var angle = Math.atan2(player.y - self.y, player.x - self.x); var speed = 17; // Fixed speed for straight trajectory var moveDelay = 1000; // Delay in milliseconds before movement starts var canMove = false; // Flag to control movement LK.setTimeout(function () { canMove = true; // Allow movement after delay }, moveDelay); self.update = function () { if (!gamestart || !canMove) { return; } self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation = angle; }; }); var EnemySaw = Container.expand(function () { var self = Container.call(this); var bEnemySawGraphics = self.attachAsset('EnemySaw', { anchorX: 0.5, anchorY: 0.5 }); enemyLogic(self); var angle = Math.atan2(player.y - self.y, player.x - self.x); var newAngle = null; // Variable to store new angle after pause var speed = 10; // Fixed speed for straight trajectory self.update = function () { if (!gamestart) { return; } // Check distance to player var distanceToPlayer = Math.sqrt(Math.pow(player.x - self.x, 2) + Math.pow(player.y - self.y, 2)); if (distanceToPlayer <= 450 && !self.hasPaused) { self.hasPaused = true; // Set the boolean to true to ensure it only happens once var originalSpeed = speed; // Store original speed speed = 0; LK.setTimeout(function () { speed = originalSpeed * 1.5; newAngle = Math.atan2(player.y - self.y, player.x - self.x); // Assign new angle towards player's position }, 2000); } var currentAngle = newAngle !== null ? newAngle : angle; // Use new angle if available self.x += Math.cos(currentAngle) * speed; self.y += Math.sin(currentAngle) * speed; self.rotation += 0.05; }; }); var EnemyStar = Container.expand(function () { var self = Container.call(this); var bEnemyStarGraphics = self.attachAsset('EnemyStar', { anchorX: 0.5, anchorY: 0.5 }); enemyLogic(self); var targetX = player.x; var targetY = player.y; self.update = function () { if (!gamestart) { return; } var dx = targetX - self.x; var dy = targetY - self.y; var angle = Math.atan2(dy, dx); var speed = 8.5 + Math.random(); // Add a random speed variation self.x += Math.cos(angle) * speed; self.y += Math.sin(angle) * speed; self.rotation += 0.03; // Add rotation logic similar to EnemySaw if (Math.abs(self.x - targetX) < 5 && Math.abs(self.y - targetY) < 5) { targetX = Math.random() * 2048; // Randomize new target position targetY = Math.random() * 2732; } }; }); var Energy = Container.expand(function () { var self = Container.call(this); var energyGraphics = self.attachAsset('Energy', { anchorX: 0.5, anchorY: 0.5 }); self.value = 100; // Initial energy value self.decrease = function (amount) { self.value = Math.max(0, self.value - amount); }; self.increase = function (amount) { self.value = Math.min(100, self.value + amount); }; }); var Life = Container.expand(function () { var self = Container.call(this); var lifeGraphics = self.attachAsset('Life', { anchorX: 0.5, anchorY: 0.5 }); self.value = 100; // Initial life value self.decrease = function (amount) { self.value = Math.max(0, self.value - amount); if (self.value === 0) { lifeQuantity = Math.max(0, lifeQuantity - 1); updateLifeIcons(); if (lifeQuantity === 0) { self.destroy(); LK.showGameOver(); } } }; self.increase = function (amount) { self.value = Math.min(100, self.value + amount); }; }); var Player = Container.expand(function () { var self = Container.call(this); var faceGraphics = self.attachAsset('faceObject', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!gamestart) { return; } var smoothing = 0.05; var targetX = facekit.noseTip.x; var targetY = facekit.noseTip.y; var leftBound = (2048 - 1000) / 2; var rightBound = leftBound + 1000; var topBound = (2732 - 1000) / 2; var bottomBound = topBound + 1000; targetX = Math.max(leftBound, Math.min(rightBound, targetX)); targetY = Math.max(topBound, Math.min(bottomBound, targetY)); self.x += (targetX - self.x) * smoothing; self.y += (targetY - self.y) * smoothing; var allEnemies = enemyArrows.concat(enemySaw, enemyStars); for (var i = 0; i < allEnemies.length; i++) { if (self.intersects(allEnemies[i]) && !allEnemies[i].destroyed) { lifeQuantity = Math.max(0, lifeQuantity - 1); updateLifeIcons(); allEnemies[i].destroy(); if (enemyArrows.includes(allEnemies[i])) { enemyArrows.splice(enemyArrows.indexOf(allEnemies[i]), 1); } else if (enemySaw.includes(allEnemies[i])) { enemySaw.splice(enemySaw.indexOf(allEnemies[i]), 1); } else if (enemyStars.includes(allEnemies[i])) { enemyStars.splice(enemyStars.indexOf(allEnemies[i]), 1); } if (lifeQuantity === 0) { self.destroy(); gamestart = false; LK.showGameOver(); } break; } } }; }); var RangedLimiter = Container.expand(function () { var self = Container.call(this); var limiterGraphics = self.attachAsset('RangedLimiter', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); }); var TextElement = Container.expand(function (text, size, color, font, x, y) { var self = Container.call(this); var textElement = new Text2(text, { size: size, fill: color, font: font }); textElement.anchor.set(0.5, 0.5); textElement.x = x; textElement.y = y; self.addChild(textElement); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function showSelectLevelPage() { // Create a new container for the select level page var selectLevelContainer = new Container(); // Add a background to the select level page var selectLevelBackground = LK.getAsset('BackgroundMenu', { anchorX: 0.5, anchorY: 0.5 }); selectLevelBackground.x = 2048 / 2; selectLevelBackground.y = 2732 / 2; selectLevelContainer.addChild(selectLevelBackground); // Add a title to the select level page var selectLevelTitle = new TextElement('Select Level', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500); selectLevelContainer.addChild(selectLevelTitle); // Add a back button to return to the main menu var backButton = new Button('Back', 2048 / 2, 2300, function (x, y, obj) { selectLevelContainer.visible = false; // Hide the select level page menuContainer.visible = true; // Show the main menu }); selectLevelContainer.addChild(backButton); // Add level selectors var levelNames = ['endless', 'arrow', 'saw', 'star']; // Removed 'ninja' level and kept 'star' var levelSelectors = []; // Array to store level selectors for (var i = 0; i < levelNames.length; i++) { var levelSelector = LK.getAsset('level', { anchorX: 0.5, anchorY: 0.5 }); levelSelector.x = 2048 / 2 - 600 + i * 600; // Position each level selector in a row levelSelector.y = 1500; // Align vertically levelSelector.levelType = levelNames[i]; levelSelector.down = function (index) { // Create a closure to capture the current index return function (x, y, obj) { gamestart = true; // Start the game selectLevelContainer.visible = false; // Hide the select level page levelID = index; // Update levelID based on the order of the level selector console.log("Starting level:", obj.levelType); // Log the selected level type // Additional logic to initialize the selected level can be added here }; }(i); // Pass the current index to the closure selectLevelContainer.addChild(levelSelector); // Add level text below each level selector var levelText = new Text2(levelNames[i], { size: 80, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" }); levelText.anchor.set(0.5, 0.5); levelText.x = levelSelector.x; levelText.y = levelSelector.y + 300; // Position text below the selector selectLevelContainer.addChild(levelText); levelSelector.levelText = levelText; // Store levelText in levelSelector levelSelectors.push(levelSelector); // Add to array } // Add scrolling functionality selectLevelContainer.down = function (x, y, obj) { var startX = x; var initialPositions = levelSelectors.map(function (selector) { return selector.x; }); selectLevelContainer.move = function (moveX, moveY, moveObj) { var deltaX = moveX - startX; for (var i = 0; i < levelSelectors.length; i++) { levelSelectors[i].x = initialPositions[i] + deltaX; levelSelectors[i].levelText.x = levelSelectors[i].x; // Move the text along with the selector } }; selectLevelContainer.up = function (upX, upY, upObj) { selectLevelContainer.move = null; selectLevelContainer.up = null; }; }; game.addChild(selectLevelContainer); } var levelID = 0; var lifeQuantity = 3; var energyQuantity = 100; var gamestart = false; function enemyLogic(entity) { var spawnPositions = [{ x: Math.random() * 1000, y: 0 }, { x: Math.random() * 1000, y: 3000 }, { x: 0, y: Math.random() * 1000 + 500 }, { x: 3000, y: Math.random() * 1000 + 500 }]; var position = spawnPositions[Math.floor(Math.random() * spawnPositions.length)]; entity.x = position.x; entity.y = position.y; entity.spawnTime = entity.spawnTime || Math.random() * 2000 + 2000; } var background = game.addChild(new Background()); var timerTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); var elapsedTime = 0; var timerInterval = LK.setInterval(function () { if (!gamestart) { return; } // Ensure timer only updates when gamestart is true elapsedTime++; var minutes = Math.floor(elapsedTime / 60); // Calculate minutes var seconds = elapsedTime % 60; // Calculate remaining seconds var timeString = minutes > 0 ? minutes + "m " + seconds + "s" : seconds + "s"; // Format time string timerTxt.setText(timeString); }, 1000); var player = game.addChild(new Player()); player.x = 2048 / 2; // Center the player on the x-axis player.y = 2732 / 2; // Center the player on the y-axis game.up = function (x, y, obj) { player.scaleX = 1; player.scaleY = 1; }; game.down = function (x, y, obj) { player.scaleX = 0.5; player.scaleY = 0.5; }; // Create a list to store EnemyArrow instances var enemyArrows = []; // Create a timer that creates a new EnemyArrow every random interval between 1 and 2 seconds function spawnEnemy(type, interval, levelCheck, enemyArray, enemyClass) { return LK.setInterval(function () { if (!gamestart || !levelCheck()) { return; } var newEnemy = game.addChild(new enemyClass()); enemyArray.push(newEnemy); LK.setTimeout(function () { if (enemyArray.includes(newEnemy)) { newEnemy.destroy(); enemyArray.splice(enemyArray.indexOf(newEnemy), 1); } }, 20000); }, interval); } var enemySaw = []; var enemyStars = []; // New array to store EnemyStar instances var enemyArrowInterval = spawnEnemy('arrow', Math.random() * 250 + 500, function () { // Reduced interval time return levelID === 0 || levelID === 1; }, enemyArrows, EnemyArrow); var enemySawInterval = spawnEnemy('saw', 1000, function () { // Reduced interval to double spawn rate return levelID === 0 || levelID === 2; }, enemySaw, EnemySaw); var enemyStarInterval = spawnEnemy('star', 1500, function () { // New interval for EnemyStar return levelID === 0 || levelID === 3; // Check for 'star' level }, enemyStars, EnemyStar); var lifeIcons = []; for (var i = 0; i < lifeQuantity; i++) { var lifeIcon = game.addChild(new Life()); lifeIcon.x = 2048 / 2 - 600 + i * 160; // Position each life icon to the right of the previous one lifeIcon.y = 100; // Align vertically with the timer lifeIcons.push(lifeIcon); } // Function to update life icons when life decreases function updateLifeIcons() { for (var i = 0; i < lifeIcons.length; i++) { if (i < lifeQuantity) { lifeIcons[i].visible = true; } else { lifeIcons[i].visible = false; } } } var energy = game.addChild(new Energy()); energy.x = 2048 / 2 + 600; // Position energy to the right of the timer energy.y = 100; // Align vertically with the timer var energyText = new Text2(energyQuantity + '%', { size: 80, fill: 0xFFFFFF }); energyText.anchor.set(1, 0.5); // Anchor to the right center energyText.x = energy.x - 100; // Position to the left of energy energyText.y = energy.y; game.addChild(energyText); var rangerlimited = game.addChild(new RangedLimiter()); rangerlimited.x = 2048 / 2; // Center the RangedLimiter on the x-axis rangerlimited.y = 2732 / 2; // Center the RangedLimiter on the y-axis // Create an initial menu var menuContainer = new Container(); /* * Menu inicial */ var menuBackground = LK.getAsset('BackgroundMenu', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.x = 2048 / 2; menuBackground.y = 2732 / 2; menuContainer.addChild(menuBackground); // Add a title to the menu var title = new TextElement('Game Title', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500); menuContainer.addChild(title); // Create buttons var startButton = new Button('Game Start', 2048 / 2, 1000, function (x, y, obj) { menuContainer.visible = false; // Hide the menu showSelectLevelPage(); // Redirect to 'select level' page }); menuContainer.addChild(startButton); var recordButton = new Button('Record', 2048 / 2, 1300, function (x, y, obj) { var tempMessage = new Text2('Option not yet implemented due to engine errors', { size: 40, fill: 0xFF0000, font: "'Press Start 2P', cursive" }); tempMessage.anchor.set(0.5, 0.5); tempMessage.x = 2048 / 2; tempMessage.y = 2732 - 300; // Position at the bottom of the screen game.addChild(tempMessage); LK.setTimeout(function () { game.removeChild(tempMessage); }, 3000); }); menuContainer.addChild(recordButton); var howToPlayButton = new Button('How to Play', 2048 / 2, 1600, function (x, y, obj) { // Add logic for how to play button }); menuContainer.addChild(howToPlayButton); var creditsButton = new Button('Credits', 2048 / 2, 1900, function (x, y, obj) { showCreditsPage(); }); menuContainer.addChild(creditsButton); function showCreditsPage() { // Create a new container for the credits page var creditsContainer = new Container(); // Add the credits background var creditsBackground = LK.getAsset('Credits', { anchorX: 0.5, anchorY: 0.5 }); creditsBackground.x = 2048 / 2; creditsBackground.y = 2732 / 2; creditsContainer.addChild(creditsBackground); // Add event listener to hide credits page on touch creditsBackground.down = function (x, y, obj) { creditsContainer.visible = false; // Hide the credits page menuContainer.visible = true; // Show the main menu }; // Add the credits page to the game game.addChild(creditsContainer); } game.addChild(menuContainer); ; // Function to display the records page function showRecordsPage() { // Create a new container for the records page var recordsContainer = new Container(); // Add a black background to the records page var recordsBackground = LK.getAsset('BackgroundMenu', { anchorX: 0.5, anchorY: 0.5 }); recordsBackground.x = 2048 / 2; recordsBackground.y = 2732 / 2; recordsContainer.addChild(recordsBackground); // Add a title to the records page var recordsTitle = new TextElement('Records', 150, 0xFFFFFF, "'Press Start 2P', cursive", 2048 / 2, 500); recordsContainer.addChild(recordsTitle); var backButtonAsset = LK.getAsset('Buttom', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); backButtonAsset.x = 2048 / 2; backButtonAsset.y = 2300; recordsContainer.addChild(backButtonAsset); var backButton = new Text2('Back', { size: 100, fill: 0xFFFFFF, font: "'Press Start 2P', cursive" }); backButton.anchor.set(0.5, 0.5); backButton.x = 2048 / 2; backButton.y = 2400; recordsContainer.addChild(backButton); // Add event listener to 'Back' button backButtonAsset.down = function (x, y, obj) { recordsContainer.visible = false; // Hide the records page menuContainer.visible = true; // Show the main menu }; // Add the records page to the game game.addChild(recordsContainer); }
===================================================================
--- original.js
+++ change.js
@@ -307,12 +307,12 @@
var energyQuantity = 100;
var gamestart = false;
function enemyLogic(entity) {
var spawnPositions = [{
- x: Math.random() * 1000 + 500,
+ x: Math.random() * 1000,
y: 0
}, {
- x: Math.random() * 1000 + 500,
+ x: Math.random() * 1000,
y: 3000
}, {
x: 0,
y: Math.random() * 1000 + 500